Marcy has Special Modifications...

By Maelora, in Star Wars: Edge of the Empire RPG

Any chance I could get a detailed explanation on what exactly the Override Switch does? I don't need costs or anything, I've just got an NPC that this is perfect for and I'd like to get an idea of what it entails. :-)

Surge Override Switch: make an Average Discipline check to reactivate cybernetics that have been taken out with ion weapons or other anti-droid stuff. Take 2 strain for every cybernetic system brought back online.

The Escape Circuit is the anti-droid-restraining bolt.

Any chance I could get a detailed explanation on what exactly the Override Switch does? I don't need costs or anything, I've just got an NPC that this is perfect for and I'd like to get an idea of what it entails. :-)

Surge Override Switch: make an Average Discipline check to reactivate cybernetics that have been taken out with ion weapons or other anti-droid stuff. Take 2 strain for every cybernetic system brought back online.

The Escape Circuit is the anti-droid-restraining bolt.

Awesome! Thanks.

So I hear that the Biofeedback system gives TWO extra points (and doesn't take up one)?! Does it say what happens if an ion weapon turns off your Biofeedback and you suddenly have more cybernetics than allowed? Because I can't imagine it's anything good, haha. :-D

Any chance I could get a detailed explanation on what exactly the Override Switch does? I don't need costs or anything, I've just got an NPC that this is perfect for and I'd like to get an idea of what it entails. :-)

Surge Override Switch: make an Average Discipline check to reactivate cybernetics that have been taken out with ion weapons or other anti-droid stuff. Take 2 strain for every cybernetic system brought back online.

The Escape Circuit is the anti-droid-restraining bolt.

Awesome! Thanks.

So I hear that the Biofeedback system gives TWO extra points (and doesn't take up one)?! Does it say what happens if an ion weapon turns off your Biofeedback and you suddenly have more cybernetics than allowed? Because I can't imagine it's anything good, haha. :-D

Any chance I could get a detailed explanation on what exactly the Override Switch does? I don't need costs or anything, I've just got an NPC that this is perfect for and I'd like to get an idea of what it entails. :-)

Surge Override Switch: make an Average Discipline check to reactivate cybernetics that have been taken out with ion weapons or other anti-droid stuff. Take 2 strain for every cybernetic system brought back online.

The Escape Circuit is the anti-droid-restraining bolt.

Awesome! Thanks.

So I hear that the Biofeedback system gives TWO extra points (and doesn't take up one)?! Does it say what happens if an ion weapon turns off your Biofeedback and you suddenly have more cybernetics than allowed? Because I can't imagine it's anything good, haha. :-D

That's exactly what the biofeedback system does... but we can sidestep the biofeedback system being shut down question by the other cybernetics being shut down too if only online cybernetics count

I am just curious, as a guy looking to buy the book in the stall, what does the Cybernetic tree Overcharge do? I am struggling to imagine how a single talent can in benefit the vast variety of different cybernetics that exist.

Edited by Lordbiscuit

Provides an additional +1 to a characteristic, skill or talent if the cybernetic provides it. The improved version allows you to spend triumph or 2 advantage to perform a second action, and the supreme version affects any number of implants instead of 1.

Oh wow, thats really impressive. Thanks! ^__^

Did I understand it correctly that armour crafting wasn't in special modifications? (as well as vehicle modification?)

Hoped to get a complete mechanics crafting handbook, but is only weapons and cybernetics in this?

Having said that I really do like the new trees.

Hi!

If I understand correctly the biofeedback regulator increases the cap by 2 correct?

What's the price?

Thanks for all the info you provided!

3000.

Did I understand it correctly that armour crafting wasn't in special modifications? (as well as vehicle modification?)

Hoped to get a complete mechanics crafting handbook, but is only weapons and cybernetics in this?

Having said that I really do like the new trees.

Keeping the peace has armour crafting rules. They are purposely feeding breadcrumbs on these kind of things. Heheh

How many XP do Besalisk start with?

85 XP.

Just got my copy of the book along with Nexus of Power in the mail.

Sigh, lucky you. Minimum, at least another week for my FLGS to get the damned books, if it happens to be in the next US shipment, which it probably won't be. The Inevitable Curse of the Arse-End of the World Gamer.

Sigh, lucky you. Minimum, at least another week for my FLGS to get the damned books, if it happens to be in the next US shipment, which it probably won't be. The Inevitable Curse of the Arse-End of the World Gamer.

If it makes you feel better, my LGS said they'd have an order in Tuesday and put one on reserve for me, but when I went up there nobody had even sent in the order for the books.

So, the Cyberneticist talent says "[C]ybernetics and any materials used to craft cybernetics cost the character 50% less." Does that mean that a CT can just walk into a facility and pull a prosthetic arm off the shelf and pay half price? What if it's for another party member and the Tech is just doing the buying?

Edited by Kaigen

That is how the talent reads. Just remember that if your tech is buying it someone will also need to do the installing!

Yeah i would say that the list price for Cybernetics is including the installation costs, hence the Cyber Tech getting that talent represents the PC having the knowhow to convince retailers that they actually can install it themselves.

Did I understand it correctly that armour crafting wasn't in special modifications? (as well as vehicle modification?)

Hoped to get a complete mechanics crafting handbook, but is only weapons and cybernetics in this?

Having said that I really do like the new trees.

Keeping the peace has armour crafting rules. They are purposely feeding breadcrumbs on these kind of things. Heheh

Ty for the answer. While it made sense for them to add the new armour system to Keeping the peace, it doesn't make sense for me or my group to get it since we play EotE with out force sensitive PC's just to get the flexible crafting rules for armours. Guess we will stick to basic Core book gear and the occasional extra stuff we find in class books we actually play with.

Since the crafting 2.0 is so spread out I got a feeling our group will skip it all together and with that my urge to get special modifications is very diminished. It would have been nice to have as story and rewards option to seek out or get materials for new gear that you then get to roll some dice for and see how well ( or bad, can be just as fun) they turn out in a nicely fleshed out system, guess we will have to wing it instead.

Almost get a feeling they are spreading the new crafting out so they can release core rules 2.0 with improved crafting after all class books are out to milk us once more.

I suspect that the armor crafting rules will get re-printed in the BH guide.

So, you could buy the F&D book now to get the armor crafting rules, or you can wait. But one way or the other, I am confident that they will be available in all three flavours of the game, sooner or later. It’s just a matter of time.

Could someone post the Ranged-Weapon, Gadget, and Melee-Weapon Sidebars?(the stuff you can do to customise, not the templates.)